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Author Topic: Usage of sound effects for other things  (Read 932 times)
FakeMccoy
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Usage of sound effects for other things
« on: August 16, 2012, 11:27:43 pm »

Hi, I'm making a space-game and some of the sound effects in this game just can't be topped by anything I can find or create. I know everything is under some kind of CC license, but I'm wondering if it's legal if I use sound effects for a flash game, since flash games are often sponsored and have adds in them which make money but are free to play on websites.
« Last Edit: August 16, 2012, 11:49:04 pm by FakeMccoy » Logged
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Re: Usage of sound effects for other things
« Reply #1 on: August 17, 2012, 09:02:44 am »

You can use the sound effects under the Creative Commons Attribution-NonCommercial-ShareAlike 2.5 license. The 'non-commercial' would exclude ad-supported games, so you can't use them under this license. So if that is what you want, you would need to ask Toys for Bob (who own the copyright) for permission.
Also, while you may like the sound effects, the technical quality of them isn't very high. They are 8-bit 8Mhz mono samples.
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Re: Usage of sound effects for other things
« Reply #2 on: August 17, 2012, 03:53:40 pm »

Try OpenGameArt if you need sound effects. You need to really look for them, but there are quite a few sounds available. Take a look at what Project: Starfighter 1.2 uses if you're having trouble finding good ones (they're all from OpenGameArt).

You could also try to use bfxr (or sfxr) to generate sound effects yourself.
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FakeMccoy
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Re: Usage of sound effects for other things
« Reply #3 on: August 17, 2012, 04:47:43 pm »

You can use the sound effects under the Creative Commons Attribution-NonCommercial-ShareAlike 2.5 license. The 'non-commercial' would exclude ad-supported games, so you can't use them under this license. So if that is what you want, you would need to ask Toys for Bob (who own the copyright) for permission.
Also, while you may like the sound effects, the technical quality of them isn't very high. They are 8-bit 8Mhz mono samples.


Sometimes the quality isn't good, but there's filters and effects you can add to make them a little better, plus with music playing in the background its hard to actually hear how bad they actually are. Even though a lot of star control is low of quality, how iconic it is and how well everything fits together is what makes it good, it's like Mario 64 or Zelda and the Ocarina of time in that way. Some of the sound effects and images just do what they are suppose to do really well even if they are kind of crummy.

Try OpenGameArt if you need sound effects. You need to really look for them, but there are quite a few sounds available. Take a look at what Project: Starfighter 1.2 uses if you're having trouble finding good ones (they're all from OpenGameArt).

You could also try to use bfxr (or sfxr) to generate sound effects yourself.

Thanks for the suggestion, I'll try it out. You should also check out soundcloud under the creative commons area too, that's what I usually use.
« Last Edit: August 17, 2012, 04:51:46 pm by FakeMccoy » Logged
HaJo
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Re: Usage of sound effects for other things
« Reply #4 on: August 21, 2012, 07:58:56 am »

Try OpenGameArt if you need sound effects.
There are other free games "inspired" by some original game that started
with art and sound from that original, but have created free replacements.

E.g. OpenTTD can use sound from the original TTD-CD, but has OpenSFX
as a free replacement for sounds.
So, look around what other free games have done, e.g. Ufo2000,  UFO:AI, FreeOrion etc.
Also, see FreeSounds.
« Last Edit: August 21, 2012, 08:03:01 am by HaJo » Logged

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